Description

This is not a regression. Tested in //UE4/Release-4.27 CL#18319896

 

Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only. 

Steps to Reproduce
  1. Create or open any project
  2. Enable the Movie Render Queue plugin then restart the Editor
  3. Create a New Material named 'M_DDL'
    1. In the material graph create:
      1. Texture Sample with Texture set to 'T_Perlin_Noise_M'
      2. A Constant set to 1.0
      3. A Constant set to -1.0
      4. A Constant set to 0.5
      5. A Constant4Vector set to 0,0,0,0
    2. Create a 'LinearInterpolate' node
      1. Connect Constant -1 to A
      2. Connect Constant 1 to B
      3. Connect Constant 0.5 to Alpha
    3. Create an 'Add' node
      1. Connect the Texture Sample to A
      2. Connect the Lerp to B
    4. From the Add node connect a Clamp node
    5. Connect the Clamp node to Roughness
    6. Connect the Constant 4 Vector to the Base Color
    7. Apply, Save, and close the material
  4. Apply the M_DDL to any Static Mesh in the level and keep the viewport camera pointed at it
  5. Create and open a Level Sequencer
  6. In the Sequencer Select the Camera Button to add a Camera to the scene
  7. Select the Movie Clapper button to open Movie Render Queue
  8. In Movie Render Queue under Settings select Unsaved Config
  9. Disable Deferred Rendering
  10. Select '+ Setting' > Deferred Rendering(Detail Lighting)
  11. Select Accept
  12. Select Render (Local) and wait for the render to finish
  13. Open any of the rendered frames

Expected Results:
The M_DDL texture would be visible in the render. Similar to setting the View Mode in the View Port to Detail Lighting.

Actual Results:
The M_DDL is not visible. The renders match Lighting Only mode in the View Port.

Have Comments or More Details?

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Fixed
ComponentUE - Anim - Sequencer - MRQ
Affects Versions5.0.2
Target Fix5.1
Fix Commit20017488
Main Commit20017488
CreatedJun 29, 2022
ResolvedJul 7, 2022
UpdatedJul 7, 2022